Empyrials

The Empyrials are a race of Human that live predominantly in Empyria, with many also being found aboard ships across Eveynjar. Seen as a race that prefers life at sea to life on land, an Empyrial generally braves the dangerous seas aboard ships armored with the scales and bones of dragons and serpents to prevent their demise should a Charybdean Fish decide the vessel looks appetizing.   With the past 100 years of Empyrian history being a time of empire building for the nation, many nations and races view Empyrials as incredibly aggressive, though most Empyrials are just hard-working.
Genetic Ancestor(s)
Origin/Ancestry
Olmean
Geographic Distribution
Related Materials

Empyrial, Men of the Seas

The Empyrials are a race of Human that live predominantly in Empyria, with many also being found aboard ships across Eveynjar. Seen as a race that prefers life at sea to life on land, an Empyrial generally braves the dangerous seas aboard ships armored with the scales and bones of dragons and serpents to prevent their demise should a Charybdean Fish decide the vessel looks appetizing.

With the past 100 years of Empyrian history being a time of empire building for the nation, many nations and races view Empyrials as incredibly aggressive, though most Empyrials are just hard-working.

Braver of Sea and Storm

Like previously mentioned, the Empyrials are no stranger to dangerous weather while traversing the waves. Due to the volatile storms that Ethenrea produces and the critters that find humans tasty, many Empyrials have had to learn the hard way that the sea is a dangerous place. As such, many Empyrials know that they need to be armed to the teeth and be able to swim with their equipment. As such, a Empyrial sailor have to spend years learning how to swim in inclement weather with all their equipment on them. With this in mind, many Empyrial sailors are incredibly efficient individuals, wasting no time doing anything on deck, and double-checking that their jobs are done right.

Shipwrights

In Empyria, like many parts of Eveynjar, ships aren't just wood. A ship in Empyria must be armored to a point to prevent the denizens of the deep from capsizing the ship and damning its crew. So, any large creature, such as dragons, dragon turtles, and Charybdean fish that are slain are used to reinforce both the outside and inside of the ship, making a ship part monster in appearance.

Movers of Current History

With their discipline and incredibly durable navy, Empyrials took the continent by storm 100 years back, claiming territories that weren't originally within Empyria's borders, claiming the Asylum Isles, the Thicket of Yalathannil, and all of Urrudea and Hallojar for a portion of time. Though this was routed by Indeljar, Yllithr, Yandaijar, and the Kalth after the initial invasion of the Ende Rii, Empyria still wishes to reclaim its recently claimed territories.

Due to this era of conquest many nations and peoples see the Empyrials as invaders, and often bully established Empyrial communities that have no relation to the nation of Empyria.

Empyrial Names

Empyrial Names can depend on the region you are from. Overall, there are three naming conventions seen in and around Empyria: The Empyrian Peninsula, which takes after Italian and Roman naming conventions; the Cantassan Wilderness, which takes after Spanish and Portuguese naming conventions; and the New Barrissia Isles, which take after Greek naming conventions.

Naming ConventionMale NamesFemale NamesFamily Names
Empyrian PeninsulaBacchus, Pontius, Julius, Mario, JeromeAelia, Maria, Bella, Caterina, SerafinaBocchino, De Carlo, Olivero, Paoletti, Di Cicco
Cantassan WildernessFernando, Luca, Guillermo, Ulisses, EnzoMercedes, Luisa, Elena, Manuela, RosaliaSilvestre, Cordiero, Garcia, Rodriguez, Romero
New Barrissia ISlesBerix, Eryx, Pytheas, Minos, MihailPenelope, Hera, Irene, Chara, PandoraBarrissi, Banelli, Meleli, Constantineas, Kappotis

ability score increase:
age:
Size: Tiny
speed:
Languages: Empyrian Common
parent race: Human Folk
race features:

Blood of Salt

Your blood makes you adept at using your tools of the trade, something your people believe is an inherited trait from the Olmeans, Diiv said to be unparalleled at Water magic and sea travel.

Once per Long Rest, you call upon your draconic ancestry to add your Thu'um proficiency to any skill you are proficient in.

Breath of the Waves

Your draconic ancestry grants you access to a water-related shout when you reach 25th level. You can learn one of the following options:

Sea Allegiance

Okaaz (Sea, Ocean)

As an action, you call for a creature of the depths to come to your aid. At the end of the round, the creature surfaces, and is charmed by you for 1 minute. It's turn will always be at the end of the round, and will do its best to fight an enemy you designate as an action on your turn. Once the minute is up, it returns peacefully to the depths.

Recharge: Your voice recharges after 1 minute.

Rain Call

Strun (Storm)

As an action, you command the sky to release its moisture. For the next 3 minutes, the storm pours down rain from the heavens, making all terrain within 150 ft of you difficult terrain and heavily obscured. Any creature that has keen senses doesn't gain the benefits of those sense so long as the storm is in effect.

Recharge: Your voice recharges after 30 minutes.

Water Torrent

Naan (all)

As an action, a torrent of pressured water erupts from your voice in a line that is 45 ft long and 15 ft wide. All targets within the range must make a Fortitude saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency). On a fail, the target takes 2d10 force damage and is moved 10 ft to one side of the line (left, right, or back, dependent on placement) and knocked prone.

On a success, the target takes half damage, is moved 5 ft, and isn't prone.

Recharge: Your voice recharges after 2 rounds.

History Makers

Due to their drive to build empires, the Empirials have made a lot of friends and foes along the way. Due to their rarity outside Empyria, when an Empirial successfully completes social rolls with other nationalities or peoples, it raises your standing with them by +1, and if you fail a roll, it lowers your standing with them by -1. Upon reaching a standing of +25, that race is marked ‘friend’, and a standing of -25 marks that race as a ‘foe’.

The following nations are marked innately as foes:

  • Urrudea
  • Hallojar
  • Indeljar
  • Yllithr

Imperial Charm

Prices for equipment and other objects are decreased by 25%. Empirials also have advantage on Personality rolls with races that are marked friend, and disadvantage on races that are marked foe.

The typical Empyrial has the following features:

Hair. Empyrial hair ranges in darker colors, from blacks and browns to dark greys and reds. They seldom have light colored hair.

Eyes. Empyrial eye color comes in all shades, but blues and blue-greens are fairly common.

Skin Tone. Due to the warm climate Empyrials generally fin themselves, they generally come in shades of tan to fair. Many have thick body hair.

Build. Overall, Empyrials have well-toned bodies, ranging in height from 5 1/2 ft - 6 ft tall. Those in more bureaucratic offices may have less toned bodies.